Part 71: Paralogue 8: A Duel Disgraced (Kjelle)
Paralogue 8: A Duel Disgraced![](1-1.jpg)
The wares for beating chapter 15. Silver Swords and Axes will be a huge boon later in the game, but only a handful of our units can even wield them at this point.
Proposal
To access Paralogue 8, Sully must reach S-Rank with someone. Virion will be
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Sully's paralogue is located just above Ferox, which is nice if Sully already has S-rank by chapter 13 so you can access it right away.
Let's recruit her kid now.
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*Time passes*
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*A woman runs out to them*
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This is a map of gaps and constant reinforcements from the stairs. Kjelle is stuck behind a locked door and a swarm of Archers. With Virion's lack of combat, she's not that high in stats compared to Owain or even Morgan.
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Cassius thankfully doesn't move from his spot to attack Kjelle, but he has really good defenses and has two things we haven't seen before.
Vengeance is a level 5 Sorcerer ability that deals (user's Max HP - Current HP)/2 extra damage. It activates at Skill*2, which means at 50 skill it activates all the time.
Waste is a B rank Dark Tome, 10 Mt, 45 Hit, and attacks twice like Celica's Gale with 30 uses.
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The party that is going to rescue Kjelle. Nowi makes a nice return to battle, but the squad is otherwise mostly promoted units.
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Nowi will happily accept Donny's speed and defensive boost, then move ahead to bait out the enemies ahead and block the southeast room.
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The Plegian Prince gets help from his son as he takes out a Knight in the southwest room.
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Henry finally gains some strength and triggers Despoil. It's hard to imagine that he was one of our slowest members just a few chapters ago.
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Gregor assists Sully as she waits in range to counterkill an enemy to end the turn.
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Lissa gets attacked by a Knight with a Short Spear, chipping him down to a manageable level.
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Nowi chips two enemies, while Sully takes out an attacking Mercenary.
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Kjelle fights for her survival, though her low speed along with the Knight's bases prevent her from killing them off quickly.
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Henry and Sully start off the turn with two more enemy kills. The latter gains A rank lances.
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Morgan tags along with his sister as she takes on the other middle Knight. Lucy gains D rank lances, which allows her access to the Javelin I gave her in preparation.
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Chrom supports his wife to tag along, killing the Archer ahead of them.
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Anna borrows Owain for a bit to kill the Mercenary that attacked Nowi.
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Two more enemy kills end the turn.
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Four more enemy reinforcements appear on the middle and northwest/east stairs.
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At least Kjelle has enough speed not to doubled, but she's not going to survive much longer by herself.
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Sully and Owain go on a little Dark Mage hunt.
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Lissa flies over to borrow Anna, then switches leads to Rescue Donny.
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A shame she got a really good level, since she's only here for utility purposes.
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Nowi and Lucy block the northeast and west gaps, while Chrom takes out an Archer.
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More enemy reinforcements appear, with this batch appearing in the southeast and west stairs.
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Kjelle is a goner if we don't save her next turn.
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Anna Rescues her with a boost from Lissa, then Sully talks to her daughter.
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If Chrom recruited her
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*blocked*
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Well, at least Kjelle is strong. That base speed is pretty annoying to deal with, especially since it's the main reason why a lot of Shepherds are off team selection.
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Sully transfers herself over to Kjelle. The future siblings move south to intercept the southern reinforcements.
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Kjelle walls off the northwest gap, while Nowi takes out a Knight on her gap.
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Nowi gets a weird level, gaining everything but speed and defense.
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A few enemy encounters happen, most notably Anna killing off a Mercenary to gain a Door Key needed if you don't have a Locktouch user.
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Mention strength, never gain strength. The royal Ylissean
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Maribelle heals Anna for a level, gaining The One Important Stat in magic.
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Nowi and Owain starts advancing towards the right gap, clearing two enemies in the process.
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Lucy tests out her new lance skills by chucking Javelins for a kill. Robin wipes out another Dark Mage.
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Gregor moves ahead to block the upper northwest gap after Lissa roasts a Knight.
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Enemies appear in all the stairs, most notably a General and a Sorcerer.
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Morgan and Robin spell a couple Archers to death on the enemy's turn.
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Huh, despite Robin's history she somehow has high magic. How did this happen?
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Raid-fire Javelins are never not hilariously awkward.
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Chrom takes over wall duties for the northwest gap.
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Henry and Lissa both use their son's help to take down the General spawned from the middle-right stairs.
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Morgan roasts another southern enemy to ash. Gregor ends the turn with a Killer Axe in hand.
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The next turn, Kjelle gets a Short Spear from the convoy and takes out her first enemy.
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Nowi chips the Sorcerer enough for Henry to take the kill and EXP.
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Henry gains strength again, filling out his needs very well.
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Owain draws the power of the Radiant Dawn to gain a good level.
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Gregor smashes a Dark Mage's face to end the turn.
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Chrom takes care of a couple enemies and chipping another, while Gregor kills off an Archer during the enemy phase.
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Annoyingly, Gregor couldn't finish off the General because it activated Pavise twice. Pavise is a level 15 General ability that halves swords, lances, axes, and Beaststone damage by half (Skill% activation).
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Morgan chips the Sorcerer for a level. Well, it's technically a level, disappointing as it is.
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Nowi finally gains speed and buffs her defense and resistance in the process.
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Henry clears out the Sorcerer, but Owain unfortunately couldn't do the same on the Archer nearby.
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Gregor finishes off his feud with the northen General, then Henry takes out the weakened Archer from last turn.
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Henry finishes off his life as a Barbarian strong with more strength, and learns Gamble. Between his Dark Mage skills and Gamble, Henry has +20 critical with any weapon on any enemy he faces. Once he gains enough weapon rank to wield Killer Axes, watch out.
He also activated Despoil to ice the cake.
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Kjelle gets her first level, not really gaining anything great (Luck and resistance are the last two).
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Maribelle gains another good level, surpassing Lissa's stats back when she was a Cleric at this point.
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Robin takes out the last General, leaving only Archers and the boss to deal with.
The next few turns were spent getting the chests on the map and having Kjelle snipe the Archers one by one.
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Anna loots a Medium Bullion from the east chest, while Robin picks up Sigurd's Lance from an event tile (14 Mt, B rank lance, 15 crit, 15 uses).
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Good level.
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Not so good level. Luck is okay.
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Still sniping. This is probably the best way to get Kjelle some easy experience on Lunatic, assuming Kjelle has enough speed to not get doubled.
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You know what else is a pleasure? SPEED.
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Auuuuuuuugh!
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She knows what's up.
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Eh. Probably not worth bringing a Thief if you don't have Anna or a high level Locktouch user.
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The crew eventually makes it to the boss, with Kjelle switching to Gregor for support to avoid getting doubled (or in the case of Waste, quadripled).
Kjelle ends the turn, then gets attacked by Cassius.
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Oh come on, really?
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Mother and Daughter tag-team to finish out the map.
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Kjelle's master is avenged.
http://www.youtube.com/watch?v=nIcc05h5srA
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Overall, a decent 5 levels for her. She gets a Dracoshield from Cassius's corpse.
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*Sully approaches Kjelle*
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Extras
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Kjelle
Starting Class: Knight
Weapon Ranks: Lances (C)
Abilities:
-Skill+2
-Indoor Fighter
-Discipline
-Defense+2
Knight Support Bonus: +2 Str/+4 Def
Reclass options: Knight, Cavalier, Myrmidon, Wyvern Rider, Archer, Mage
Base stats (Growths as Virion's Child)
HP: 29 (88) Spd: 8 (53)
Str: 15 (61) Lck: 11 (51)
Mag: 2 (25) Def: 14 (48)
Skill: 11 (55) Res: 3 (26)
Kjelle really wants to get out of the Knight class ASAP. At this point, she doesn't have enough defense to be a reliable tank and her speed is atrocious. She's unique in having 4 base classes instead of 3 like most of the future children, gaining only Archer and Mage from Virion. She specializes in physical combat, but Kjelle as a Sage would be pretty funny.
Official Bio: Sully's future daughter, a model of chivalry. She believes the strong must protect the weak and loves to better herself through sport, but is reckless about who she challenges. The most attached to her armor.